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[WarMetal Tyrant] Skill Suggestions!

Post your suggestions to Tyrant!
Photoshopped or edited images are encouraged :)
**Silence -**
_Acts like jam and is the opposite of immobilize:_
50% Chance to Silence a random active card effect on the field for one turn.
Silence All-
50% Chance to Silence every active card effects on the field for one turn.
**Enhance -**
_Promotes an assault card’s active or passive skill:_
i.e. Armor I turns to Armor II
i.e. Strike I turns to Strike II
i.e. Weaken I turns to Weaken II
etc. etc.

**Precision**
Combat-Modifier
Modifies all activation skills on this card to be able to be player selected. (ie. strike 2’s target can be picked) and the activation has only 25% chance to be evaded
**Convert**
Activation Skill
> *Originally posted by **[Marine851](/forums/65/topics/263602?page=1#posts-5675542):***
> (Convert: turns random card into Righteous permanently, like Infuse)
**Engorge X**
Damage-Dependant
When card kills opponent unit, refill health, cleanse itself, and increase maximuim Hp by X
**-on Damage**
Skill Modifier
This skill modifier activates when the card takes damage from any source. Unlike on death, if the unit is killed, this skill will not activate. (ex. 1/2/1 Strike 1 on Damage, Strike 2 on Death. This card will use strike 1 if damaged 1 and strike 2 if attacked 2.)
**Divert**
Defense
Sort of like Intercept but for standard attacks. Imagine the trollage= 7/7/4 Flying, Intercept, Evade, Divert, Refresh
**Fate**
Activation
Instantly kills a selected opponent assualt and one of your assualt cards
Note: This is OP but in would only be on unique actions or legendary 4 turns with no defensive skill+low Hp
**-Self**
Skill Modifier
Uses an activation skill on itself such as strike 1 (strike self 1)
**Morph**
Activation Skill
Picks a random hostile assualt and copies oppent attack onto itself.
**Copy**
Activation Skill
Picks a random hostile structure’s skill and uses it. Imagine the trollage= 3/5/2 Morph, Copy, Mimic
**Borrow**
Activation Skill
Uses any friendly unit’s activation skill.
**Cowardice X**
Negative Combat-Modifer
If the enemy has more assault units than you, decrease your own attack (opposite of valor)
**Last Breath**
Defensive
If card hp gets to zero, neutralize all attempts to heal this card but postpone death for 1 turn and make card invincible during then. also Jam, Silence and Immobilize will not work against this card.
**Disrupt**
Activation
Make target opponent assault card attack ally next turn.
**Focus**
Defensive
Take all friendly activation skills (rally, heal, protect, etc.) and focus them all on itself.
**Shielded X**
Defensive
Reduces or Negates effects of enemy activation skills and amplifes allied ones. (shielded 1 negates strike 1 but reduces weaken 2 to weaken 1).
Chaos=only can be nullified by shielded 3
Cleanse=cleanses allied units as well
Enfeeble=reduced by rating of shield and enfeeble
Heal=increases by rating of shield and heal
Jam=reduces proc rate to 25% if shield is 2 or 1 and is nullified if shield is 3
Mimic=50% chance to be evaded by shield 1 and is nullified by 2 and 3
Protect=increased by rating of shield and protect
Rally=increased by rating of shield and rally
Repair=increased by rating of shield and repair
Shock (I know that this is obsolete because it is only on commanders.)=reduced by rating of shock and shield
Siege=reduced by rating of siege and shield
Strike=reduced by rating of strike and shield
Supply=Supplies the unit back and both units are completely healed
Weaken=reduced by rating of weaken and shield
**Defend**
Activation
Random friendly assault is chosen. Chosen assualt is defended from every skill and all damage, but all incoming skills and damage is rerouted to the defender. Skill lasts for one turn like protect but if defender dies, skill is negated.
**Sacrifice**
Activation
Destroys this card and a random enemy structure.
**Armaggedon**
Activation
Appears only on 1 legendary action. Skill kills all unitsand structures, hostile or friendly, but reduces allied commander’s hp by 5.
**Destiny X**
Activation
Take X random assualts on your side and X assualts on the enemy team and have them switch sides.
**Halt X**
Activation
Picks a random enemy assault and adds X to their timer. 9if card is active, make it inactive)

Wow, i liked quite a lot of skills, heres my opinion:
Fate (but i think it should be a random’s opponents assault card and one of your own random as well!)
Delay (should also have one for structure not just assault!)
Retreat (should be all factions, great idea!)

**Stoic X** : Damage-Dependent: When this unit receives any damage permanently raise Attack by X. [Some people just bottle it all up, and then explode.]
**Comrade X** : Passive: When an ally assault unit is destroyed, permanently raise Attack and HP by X. [Your friends are getting killed out there. Avenge them!]
**Sabotage X** : Damage-Dependent: Decreases any defensive skills on the card attacked by this card based on the damage done. [3 Attack → Armored 2 = 1 Damage. This reduces Armored 2 to Armored 1. Same can be applied to Regen or Refresh. Regen reduces to a lower amount of HP to regenerate to and Refresh has its HP cap lowered by the damage. That only affects unit with Refresh. TL;DR: Defensive skills go lower, Refresh units have lower HP cap after damage.]

Here are two aimed at reducing RNG.
**Lockdown** : Activation Skill. If target enemy has any skills that have a 50% chance to succeed [Including passive ones: Tribute, Payback, Regeneration, Evade, Flying, Immobilize, Jam, Flurry, etc.], their success rate is dropped to 0% for one allied and one enemy turn. Lockdown cannot be evaded, but it can be canceled by…
**Calibrate** : Activation Skill. If target allied unit has any skills that have a 50% chance to succeed, the rate goes to 100% for one allied and one enemy turn.
If Calibrate hits a target with Lockdown, or Lockdown hits a target with Calibrate, they cancel each other out, and the unit is un-Lockdowned and un-Calibrated.

Wow, I never expected so much feedback from this forum!
I love all these ideas everyone is coming up with, esp. tanknuclear’s.
My personal favorites would be
**Sacrifice** as posted by Tanknuclear
and
**Memory** as posted bu AbyssllChain
Here are some more suggestions:
**Taunt**
Activation skill –
Forces Adj. Assault card to attack (if any skills, they will be activated)
**Decay X**
Negative passive –
This Unit loses X health points every time the player ends their turn.
_Only descent if the unit has high health points_
**Forbid**
Commander or Unique Structure passive skill -
Negates all skills for every card on the field besides this one and action cards.
_Acts like Skill drain for YuGiOh but for all cards and no penalty_
**Mercy**
Assault card passive skill -
When the unit getting attacked has only 1 Health Point, all damage done to this card and the Adj card are nagated.

> *Originally posted by **[Serenade\_Q](/forums/65/topics/263924?page=1#posts-5681443):***
>
> **Enhance -**
> _Promotes an assault card’s active or passive skill:_
> i.e. Armor I turns to Armor II
> i.e. Strike I turns to Strike II
> i.e. Weaken I turns to Weaken II
> etc. etc.
Enhance…not sure about the choice of name…all those spam mails have kind of ruined that word over the years.
I could imagine Longshot and X-5 Penetrator to be upgraded with enhance though.

> *Originally posted by **[JVl0535](/forums/65/topics/263924?page=1#posts-5687236):***
>
> undertake is dumb, id run 10 undertake units in my def deck
So it can be a unique card skill
and I kindo forgot about the raito

Endearment→ Activation, When this card dies by normal, or counter, damage it has 50% chance of reviving, whilst giving the card that killed it the fear ability. After the first turn of revival there is a 50% chance it will die permanently.{Kinda works like Regenerate but with perks and drops.}